openGL学习-8(绘制三角形的完整代码)

该文展示了如何使用GLFW库初始化OpenGL上下文,创建窗口,并编写顶点和片段着色器进行基本的图形渲染。同时,文章提到了GLAD用于加载OpenGL函数指针,以及设置顶点数据和顶点数组对象(VAO)进行三角形的绘制。
摘要由CSDN通过智能技术生成

源代码链接
此处添加了一些注释方便理解

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include <iostream>

void framebuffer_size_callback(GLFWwindow* window, int width, int height); // 窗口大小改变回调函数
void processInput(GLFWwindow *window);  // 输入处理函数

// 大小设置
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

const char *vertexShaderSource = "#version 330 core\n"  // 顶点着色器源码
    "layout (location = 0) in vec3 aPos;\n"
    "void main()\n"
    "{\n"
    "   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
    "}\0";
const char *fragmentShaderSource = "#version 330 core\n"  // 片段着色器源码
    "out vec4 FragColor;\n"
    "void main()\n"
    "{\n"
    "   FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
    "}\n\0";

int main()
{
    glfwInit();  // 初始化GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);  // 设置主版本号
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);  // 设置次版本号
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 设置OpenGL配置文件为核心模式

#ifdef __APPLE__  // Mac OS X系统需要加上这行代码
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // 创建窗口对象
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // 加载所有OpenGL函数指针 glad是用来管理OpenGL的函数指针的,所以在调用任何OpenGL的函数之前我们需要初始化GLAD
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // 创建并编译着色器程序
    // ------------------------------------
    // vertex shader
    // 顶点着色器是GPU上运行的小程序,它负责处理顶点数据,所以我们必须先定义一个顶点着色器
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    // check for shader compile errors
    // 检查编译是否成功
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader
    // 片段着色器同样是GPU上运行的小程序,它负责处理片段着色器的颜色
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    // check for shader compile errors
    // 检查编译是否成功
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders
    // 链接着色器 将顶点着色器和片段着色器链接到一个着色器程序中
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    // check for linking errors
    // 检查链接是否成功
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // 设置顶点数据(和缓冲区)并配置顶点属性
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, 0.0f, // left  
         0.5f, -0.5f, 0.0f, // right 
         0.0f,  0.5f, 0.0f  // top   
    }; 

    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
    // 绑定顶点数组对象,然后绑定和设置顶点缓冲区,然后配置顶点属性
    glBindVertexArray(VAO);  // 绑定VAO

    glBindBuffer(GL_ARRAY_BUFFER, VBO);  // 绑定VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);  // 将顶点数据复制到缓冲区中

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);  // 解析顶点数据
    glEnableVertexAttribArray(0);  // 启用顶点属性

    // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
    // 注意,这是允许的,调用glVertexAttribPointer将VBO注册为顶点属性的绑定顶点缓冲区对象,因此之后我们可以安全地解绑
    glBindBuffer(GL_ARRAY_BUFFER, 0); 

    // You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
    // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
    // 之后可以解绑VAO,以防止将来其他的VAO调用错误地修改了这个VAO,但这很少发生。修改其他VAO需要调用glBindVertexArray,所以我们通常不会在不直接需要的时候解绑VAO(也不会解绑VBO)
    glBindVertexArray(0); 


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // draw our first triangle
        // 绘制第一个三角形
        glUseProgram(shaderProgram); // 看到了吗?我们只是在渲染循环的每次迭代中调用一次glUseProgram函数而不是在每次渲染调用中都调用一次。这是因为一旦着色器程序对象被链接到程序对象中,使用程序对象就会变得很简单了:我们只需激活相应的程序对象,它会自动成为当前程序对象。所以一旦我们设置好了程序对象,我们就只需要激活这个程序对象,然后绘制物体就好了。
        glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
        // 绘制三角形 从顶点数组的起始位置开始绘制3个顶点
        glDrawArrays(GL_TRIANGLES, 0, 3);  // 从顶点数组的起始位置开始绘制3个顶点
        // glBindVertexArray(0); // no need to unbind it every time 
 
        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // 可选:一旦它们完成了任务,就释放所有资源:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteProgram(shaderProgram);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}

绘制结果

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值